setVehicleInit: Difference between revisions

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This means, the statements of units who have been placed in the editor first, will be executed first.
This means, the statements of units who have been placed in the editor first, will be executed first.


<dd class="notedate">Posted on May 22, 2016 - 21:38 (UTC)
<dd class="notedate">Posted on May 22, 2016 - 21:38 (UTC)</dd>
<dt class="note">[[User:AgentRevolution|AgentRev]]
<dt class="note">[[User:AgentRevolution|AgentRev]]
<dd class="note">
<dd class="note">

Revision as of 01:18, 30 January 2021

Hover & click on the images for description

Description

Description:
Description needed
Multiplayer:
The statement will be sent to clients connecting after the command has been executed.
Note that the statement will be executed automatically by JIP clients before Init.sqs or its SQF counterpart has been executed.
Groups:
Object Manipulation

Syntax

Syntax:
Syntax needed
Parameters:
unitName: Object
statement: String
Return Value:
Return value needed

Examples

Example 1:
_soldier3 setVehicleInit "this allowFleeing 0";

Additional Information

See also:
See also needed

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
03:12, 20 March 2008 (CET)
Crowe
setVehicleInit statements will be executed in the order of the unit creation time. This means, the statements of units who have been placed in the editor first, will be executed first.
Posted on May 22, 2016 - 21:38 (UTC)
AgentRev
remoteExec and remoteExecCall will accept an object as JIP parameter, which make them behave in a very similar way to setVehicleInit before it was disabled.